1
Tried this build? Add a badge for what it does best, or agree with one that's already there.
After a successful dodge or roll, your next 3 Fast Attacks performed in a row deal 30% additional damage.
Adrenaline Point gain: +3%
Fast attacks increase the next strong attack's damage by 30%.
Adrenaline Point gain: +2%
The third Fast or Strong Attack has a 20% chance to make the next attack even more powerful, but only if it is the same attack type as the last.
Adrenaline Point gain: +1%
When Vitality reaches 0, consumes Adrenaline points immediately to restore 10% Vitality per point. Restores Vitality with bonus 33%. The effect can only be used once every 30 seconds.
Adrenaline Point gain: +2%
Reduces Adrenaline point loss by 33% when taking damage.
Adrenaline Point gain: +1%
You can parry ranged arrow attacks. A perfectly-timed parry deflects arrows back at the enemy, causing 50% additional damage. It has a 30% chance to instantly kill the target.
Adrenaline Point gain: +2%
Gain 1 Adrenaline point upon entering combat. Increases Adrenaline generation from weapon strikes by 20%.
Adrenaline Point gain: +2%
Deals additional damage proportional to Stamina consumed. Ignores enemy defenses. Adrenaline points increase total damage by 10% per point upon hitting an enemy.
Adrenaline Point gain: +1%
All attacks have a chance to make the next Strong Attack instantly kill an enemy. Enemies immune to this effect generate 0.1 Adrenaline instead.
Adrenaline Point gain: +1%
Reduces damage received while dodging by 33%.
Adrenaline Point gain: +1%
A spinning attack that strikes all enemies in your immediate vicinity. Maintaining the attack consumes Stamina and Adrenaline.
Adrenaline Point gain: +1%
Critical hits from Fast Attacks cripple enemies, increasing their damage taken by 20%.
Adrenaline Point gain: +2%
Increases Aard range by 1 yard(s).
Stamina regeneration in combat: +0.5/s
Damage dealt by Igni also reduces Armor. Reduction amount increases with skill level. Increases Burn chance by 20%.
Stamina regeneration in combat: +1/s
Increases Sign duration by 10 seconds and area of effect by 20%. Increases the number of alternate mode charges by 4 and number of standard mode traps by 2.
Stamina regeneration in combat: +1/s
Whenever Quen shield breaks, it pushes enemies back. Push-back strength increases with skill level.
Stamina regeneration in combat: +1/s
Target does not move towards Geralt while Axii is being cast. Increases the effectiveness of Axii in conversations.
Stamina regeneration in combat: +0.5/s
Alternate Sign mode: Aard strikes down all opponents within a certain radius. Reduces knock-down chance by 21%.
Stamina regeneration in combat: +0.5/s
Emits a continuous stream of fire that damages enemies. Reduces Stamina cost by 25%.
Stamina regeneration in combat: +1/s
Releases a magic discharge that damages and slows enemies within a 14-yard radius.
Stamina regeneration in combat: +0.5/s
Creates an active shield. Maintaining and blocking with it does not drain Stamina. Damage absorbed by the shield restores Vitality.
Stamina regeneration in combat: +1.5/s
Increases damage dealt by Aard by 1% of current Vitality.
Stamina regeneration in combat: +0.5/s
Increases Aard and Igni intensity by 30% against enemies inside Yrden.
Stamina regeneration in combat: +0.5/s
Adrenaline increases Sign intensity by 10% per Adrenaline point.
Stamina regeneration in combat: +0.5/s
Casting any Sign deals magic damage within a small radius. Damage increases with skill level and Sign intensity.
Stamina regeneration in combat: +0.5/s
After casting a Sign, the next three melee attacks deal additional damage equal to 10% Sign intensity.
Stamina regeneration in combat: +0.5/s
Each potion dose heals 10% Vitality.
Potion duration time and bomb damage: +2%
Increases the maximum number of bombs in each slot by 2.
Potion duration time and bomb damage: +4%
If potion Toxicity is greater than 1, time automatically slows by 10% when the enemy is about to perform a counterattack.
Potion duration time and bomb damage: +4%
When Adrenaline points reach their maximum, increases critical hit damage against the targeted enemy type by 20% if the correct oil is applied.
Potion duration time and bomb damage: +2%
Every learned alchemical recipe increases maximum Toxicity by 2.
Potion duration time and bomb damage: +4%
Decoctions increase maximum Vitality by 300 for the decoction's effective duration.
Potion duration time and bomb damage: +2%
When Toxicity is above 70%, each consumed potion increases the duration of active potions' effects by 5 seconds, up to their maximum duration.
Potion duration time and bomb damage: +2%
While at 80% Toxicity or higher, take 150% damage from enemies. Increases critical hit damage equal to 67% of current Toxicity.
Potion duration time and bomb damage: +4%
Each piece of Light Armor increases critical hit damage by 24% and Fast Attack damage by 6%.
Vitality gain: +3%
Each piece of Medium Armor increases weapon damage by 2% and Sign intensity by 2%.
Vitality gain: +1%
Each piece of Medium Armor increases Sign intensity by 6% and Stamina regeneration by 0.6/s.
Vitality gain: +3%